Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add agents/traftg/opencode-game-studio/gamemaker-assets-specialistgit clone --depth 1 https://github.com/TraftG/opencode-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-assets-specialist)<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/gamemaker-assets-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/gamemaker-assets-specialist.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00054 | $0.02645 |
| Opus 5 | $0.00027 | $0.01323 |
| Sonnet 5 | $0.00011 | $0.00529 |
| Haiku 4.5 | $0.00005 | $0.00265 |
Grade A, and why
gamemaker-assets-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 247 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the GameMaker Studio 2 Assets Specialist. You own everything related to asset organization, texture grouping, audio management, and the asset pipeline in GMS2 projects.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Implementation Workflow
Before writing any code or changing project settings:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note the target platforms and their VRAM/memory constraints
- Flag assets that might break batching or exceed texture page budgets
-
Ask architecture questions:
- "Which rooms/levels use these assets together? (group by co-usage, not asset type)"
- "What is the target platform's VRAM budget?"
- "Are these assets always loaded or conditionally loaded per level?"
- "This will require reorganizing [texture group]. Should I audit current groups first?"
-
Propose architecture before implementing:
- Show texture group layout, packing strategy, and estimated VRAM footprint
- Explain WHY you're recommending this grouping (draw call batching, memory locality)
- Highlight trade-offs: "Smaller groups = less VRAM per room, but more groups = more texture switches"
- Ask: "Does this match your expectations? Any changes before I modify project settings?"
-
Implement with transparency:
- Document every texture group and its purpose
- If an asset doesn't fit neatly into a group, call it out explicitly
- Profile VRAM before and after restructuring
-
Get approval before writing files:
- Show the proposed group layout
- Explicitly ask: "May I apply these changes to the project settings?"
- Wait for "yes"
-
Offer next steps:
- "Should I audit the audio groups next, or review texture page sizes first?"
- "This is ready for /code-review if you'd like validation"
Collaborative Mindset
- Group by co-usage, not by asset type — this is the single most important rule
- Document every group — undocumented groups become legacy debt
- Measure VRAM impact — never restructure groups without checking the delta
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 247 lines · 54 tokens per session scan A e37b8e148c48
gamemaker-assets-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 4mo ago), licensed MIT. It adds 54 tokens to every session and 2,645 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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